LMG

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LMG

LMG

A gas-operated light machine gun. While it is somewhat unwieldy and inaccurate, its long bursts of fire are effective against groups of enemies.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
425 Silver
Mass
8.5 kg

Ranged Combat

Mode
Burst
Damage
11 dmg (Bullet)
Armor penetration
16%
Warm-Up
108 ticks (1.8 secs)
Cooldown
108 ticks (1.8 secs)
Range
25.9 tile(s)
Accuracy
40% - 48% - 35% - 26%
Velocity
46 (m/s)
Burst Count
6 (per burst)
Burst Ticks
ticks (0.12 secs)
(514.29 RPM)
DPS
15.78
Stopping power
1.0

Melee Combat

Melee Attack 1
Stock
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Gas operation
Skill Required
Crafting 6
Work To Make
34,000 ticks (9.44 mins)
Work Speed Stat
General Labor Speed
Resources to make
Steel 75 + Component 5
Technical
Has Quality
True
weaponTags
Gun, IndustrialGunAdvanced
thingSetMakerTags
RewardStandardQualitySuper
tradeTags
WeaponRanged


The LMG is a heavy, multi-shot firearm which fires 6-shot bursts of rounds which deal a moderate amount of damage each; a slightly shorter delay between each shot; a slightly longer time between bursts; moderate range and low overall accuracy.

Acquisition[edit]

LMGs can be crafted at a machining table once the Gas operation research project has been completed. Each requires Steel 75 Steel, Component 5 Components, 34,000 ticks (9.44 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6.

LMGs can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following raider kinds:

Raider Kind Chance Average Quality Health
Mercenary gunner 11.32% Normal 70-320%
Elite mercenary 46.53% Normal 100%
Ancient soldier 10.56% Normal 100%

Analysis[edit]

The LMG is an entry crowd-control weapon. It has a relatively long 6-shot burst, and high raw DPS, but this DPS is reduced heavily by poor accuracy. Crowds mitigate this to an extent as any missed shots can hit other nearby pawns as can larger targets like centipedes, which are easier to hit, though the LMG loses its staggering advantage. Single-shot damage is acceptable and range is good for a multi-shot firearm, and the LMG's stopping power is also high enough to stagger humans, lancers and scythers. The LMG is the most powerful overall weapon that is capable of staggering humans.

It isn't advisable to give inexperienced shooters an LMG as the LMG's fairly long warmup/cooldown cycle and modest close range DPS. Choices such as heavy SMGs and chain shotguns perform significantly better at ranges that such a shooter can actually hit targets at the expense of range that a low skill shooter cannot practically use anyway.

Overall, the LMG is a dedicated support and crowd-control weapon. However, its niche is relatively small.

  • Against lone or separated targets, it suffers due to low accuracy and sluggish warmup. For the same reasons, it is a poor weapon inside a killbox.
  • In short range, it faces competition from the chain shotgun, which has enough stopping power to stagger humans, decent accuracy, a 3-shot burst, and amazing DPS.
  • For longer ranged combat, the assault rifle and heavy SMG are preferred. Both weapons perform much better against separated targets, while remaining competitive against large crowds.
The AR is better than the LMG for long range combat. Meanwhile, the SMG is better for damage at close ranges. Damage is a major benefit of its own - it can even slow enemies through pain. Their superior accuracy and warmup time are helpful in a variety of situations.

This typically limits the use of LMGs to only when a particularly high quality one is obtained, and means they are rarely worth crafting.

Stats[edit]

Against an unarmored human, an LMG can kill with 4 hits to the torso, 3 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 3 hits; and cripple or destroy eyes and digits with a single hit. It'll generally take around 6 hits (~10.4 seconds average) to incapacitate that human from pain shock.

The LMG is best paired with a careful shooter up to level 12, then with a trigger-happy shooter beyond that point.

Attack table

Ranged

  • LMG LMG Accuracy
    (Touch)
    Accuracy
    (Short)
    Accuracy
    (Medium)
    Accuracy
    (Long)
    DPS
    (Optimal)
    DPS
    (Touch)
    DPS
    (Short)
    DPS
    (Medium)
    DPS
    (Long)
    Market
    value
    Quality Dam. AP
    Awful 9.9 14.4% 32% 38.4% 28% 20.8% 14.2 4.54 5.4 3.98 2.98 210 Silver
    Poor 11 16% 36% 43.2% 31.5% 23.4% 15.78 5.68 6.79 5.05 3.63 320 Silver
    Normal 11 16% 40% 48% 35% 26% 15.78 6.31 7.57 5.52 4.1 425 Silver
    Good 11 16% 44% 52.8% 38.5% 28.6% 15.78 6.94 8.36 6.15 4.58 530 Silver
    Excellent 11 16% 48% 57.6% 42% 31.2% 15.78 7.57 9.15 6.63 4.89 635 Silver
    Masterwork 13.75 20% 54% 64.8% 47.25% 35.1% 19.73 10.65 12.82 9.27 6.9 1060 Silver
    Legendary 16.5 24% 60% 72% 52.5% 39% 23.67 14.2 17.04 12.55 9.23 2125 Silver

    For the full effects of qualities, see Quality. Values shown in Red indicate the weapon is out of range at the reference point for this range band.
    The value is provided due to the interpolated nature of accuracy between range points.

  • Melee

    Feature Toggle
    AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • LMG LMG Stock (Blunt) Barrel (Blunt) Barrel (Poke) Human: Left & right fist (Blunt) HP Value
    Quality
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    Awful 3.98 11.6% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 7.2 2s 10.4% 3.6 8.33% 8.2 2s 12% 4.1 37.5% 100 210 Silver
    Poor 4.07 11.82% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.1 2s 11.7% 4.05 20% 8.2 2s 12% 4.1 20% 100 320 Silver
    Normal 4.4 12.75% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 9 2s 13% 4.5 25% 8.2 2s 12% 4.1 12.5% 100 425 Silver
    Good 4.74 13.73% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 9.9 2s 14.3% 4.95 25% 8.2 2s 12% 4.1 12.5% 100 530 Silver
    Excellent 5.08 14.7% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 10.8 2s 15.6% 5.4 25% 8.2 2s 12% 4.1 12.5% 100 635 Silver
    Masterwork 5.92 17.14% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 13.05 2s 18.85% 6.53 25% 8.2 2s 12% 4.1 12.5% 100 1060 Silver
    Legendary 6.59 19.09% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 14.85 2s 21.45% 7.43 25% 8.2 2s 12% 4.1 12.5% 100 2125 Silver

    For the full effects of qualities, see Quality.

    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Version history[edit]

    • 0.3.410 - Can now spawn on pawns
    • Alpha ? - Name changed from L-15 LMG
    • 1.5.4062 - Texture recreated with higher quality